我正在遵循Python速成课程来创建Alien Invasion游戏。我对run_game()
方法中的一个调用感到很困惑。在书中提到“当您在组上呼叫update()
时,该组会自动为该组中的每个子画面调用update()
。行self.bullets.update()
会调用bullet.update()
我们将所有子弹放入组子弹中。”
我尝试将self.bullets.draw_bullet()
调用插入到run_game()
方法中,但最终出现AttributeError:
“组”对象没有属性“ draw_bullet”。
为什么?小组是否应该为小组中的每个子画面自动调用draw_bullet()
?为什么“ draw_bullet()
”与“ update()
”不同?有人可以照亮吗?谢谢。
这是书中的原始代码,正在运行。 alien_invasion.py
import sys, pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
class AlienInvasion:
"""Overall class to manage game assests and behavior."""
def __init__(self):
"""Initialize the game and create game resources."""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode(
(self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
self.ship.update()
self.bullets.update()
self._update_screen()
def _check_events(self):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
def _check_keydown_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_screen(self):
# Redraw the screen during each pass through the loop
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
# Make the most recently drawn screen visible
pygame.display.flip()
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
# Create a bullet rect at (0,0) and then set correct position
self.rect = pygame.Rect(0, 0, self.settings.bullet_width,
self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
# Store the bullet's position as a decimal value
self.y = float(self.rect.y)
def update(self):
self.y -= self.settings.bullet_speed
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
答案 0 :(得分:1)
当然bullets
没有属性draw_bullet
。
bullets
是pygame.sprite.Group
的实例,但是Bullet
是从pygame.sprite.Sprite
对象派生的。 Bullet
的实例具有方法draw_bullet
,因为您已经实现了它。
如果要绘制每个项目符号,则必须遍历这些项目符号,并为每个项目符号调用draw_bullet
:
for bullet in selfbullets:
bullet.draw_bullet()
另一种选择是使用pygame.sprite.Group
的{{3}}方法。在这种情况下,Bullet
必须具有属性.rect
和.image
,但是它根本不需要任何绘制方法(draw_bullet
),因为draw()
使用每个项目符号的属性来绘制它们。例如:
class Bullet(Sprite):
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
# Create a bullet rect at (0,0) and then set correct position
self.rect = pygame.Rect(0, 0, self.settings.bullet_width,
self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
# Store the bullet's position as a decimal value
self.y = float(self.rect.y)
# create Surface
self.image = pygame.Surface(self.rect.size) # <-----
self.image.fill(self.color) # <-----
def update(self):
self.y -= self.settings.bullet_speed
self.rect.y = self.y
self.bullets.draw()